Hurray! You can now complete your first quest...which is: Talk to a character about his teddy bear, go to a chest and grab the teddy bear, give it to him and get a ring in return. Doesn't sound much, but it's something to build upon.

It's hard sometimes to motivate yourself to do this kind of grunt work, but i'm doing my best. Today, i've changed the book from using static text to show the actual quest log. The screen shot has been taken on my new Nexus 4 btw., so even if it doesn't show anything really new, i'll post it anyway...

Yes, i'm using a modified version of your text rendering classes to render into four different textures (to cover all visible pages). I had to modifiy the classes slightly to tweak the text scaling. Blitting and render to texture doesn't work too well together otherwise.

How is Adreno 320 fast and accurate in your game? How does this compare with your other devices?

It's very accurate when it comes to rendering the textures. In fact, it's the only platform where my terrain splatting looks as it looks on the desktop. The 16bit zbuffer sucks though. You have to request at least 24bit of zbuffer depth, or it will flicker in the distance. Performance is fine, but nothing to write home about. The Galaxy Note (same resolution, lower clock speed) can render the game faster.

Yes, i know, but that's how it is. Different apps have different demands, i guess. Judging from some quick tests, it seems to me that it suffers from state changes and multiple draw calls more than other chips. And because i have hundreds of draw calls per frame...well...

They are on par with the Note, maybe a little faster. Don't underestimate the number of draw calls to render them...nothing in this game except for the terrain is solid geometry in a way that you would create it with some 3d editor. Everything is created at runtime out of simple beans that describe the position, orientation and attributes of an entity and then some view will be assigned, if that entity is visible. For the dungeon, each tile is a separate entity and requires up to 5 draw calls (torches and doors left aside).